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There's locus bundle system: https://forum.unity.com/threads/simpler-alternative-to-addressables.820998/
I think what we all want is the ability to just exclude certain methods from the actual trace. When I'm debugging, I certainly don't need to see...
I did a bit of digging today and might have found the cause. It seems it doesn't support overloads. Using TryAdd() instead of Add() is a possible...
If that ever comes, the console part would be "free", since the console itself would never see the actual, unfiltered log. The drawback is that...
Any chance this will be enhanced to actually filter out the final log file? The amount of noise in the log files is immense, even using a very...
It is a nice feature, thanks for getting it out there! Sadly, there seems to be a bug around that might make this not work as expected for some...
Just notice this method throwing while testing a13. The problem is in this line (github permalink). It seems it is possible to create identical...
I ended up removing that part of the code from the source. I have an extra post-processing step, so uploading this back to docs would make me lose...
Ah, now that you mention, it was! Audio was out of sync on left/right channel, so it had a weird echo. That's probably the reason.
It was not private yesterday. I wonder what happened. Edit: the title was "The future of .NET and Unity | Unity at GDC 2022"
Try submitting a bug report and describe how to trigger the issue (mention that is a somewhat rare occurrence). You could also maybe add an...
Sadly, that's far from enough, especially with the implication that this is not automated. I'm sure we'll have many developers voicing similar...
I would like to voice my dissatisfaction with this decision. As many have said before, being able to see the commits is absurdly important,...
You could try locus bundle system: https://forum.unity.com/threads/simpler-alternative-to-addressables.820998/ It is a lot simpler than...
Alt Gr is usually ALT+CTRL, so you might need to check if ALT is held down when you consume your CTRL event.
Oh, that's new to me. Does that mean having both systems in project is actually "better" in the sense that both are going to be using the same...
It is built-in on newer Unity versions. It's actually one of the best and more well-maintaned features to come out in years (kudos to @jonathans42...
It's a shame this is always the case when Unity finally gets something right. I myself don't fully support disabling both domain and scene reloads...
That's neat! I guess the only thing "missing" for me is having Rewired working with domain reloads disabled so we can enter playmode fast. I was...